Request Lasermine script that CS1.6
11 replies



14.08.12 07:20:57 pm
I want a script that is lasermine as in CS1.6
put them on the floor or wall and bind to either zm and plz people who I can create it
a script that can be added to a 1.15 ZombiePlague by Blazzingxx
put them on the floor or wall and bind to either zm and plz people who I can create it
a script that can be added to a 1.15 ZombiePlague by Blazzingxx
Visit www.two-team.comyr.com
He me the script from cs 1.6 zombies like when you but it to will it continues infinite and when zombies go to laser it doesn't blow up the zombie just die, but laser don't removes
come 1n1 skype
Translating their Language :
They need a Laser Mine from Zombie Mod in CS 1.6.
This Laser Mine doesn't kills Humans,but kills Zombies.
It doesn't explodes,it hurts like Laser. It can be planted on something solid. And it is lasts some time,or forever. (I think that server sets time.)
They need a Laser Mine from Zombie Mod in CS 1.6.
This Laser Mine doesn't kills Humans,but kills Zombies.
It doesn't explodes,it hurts like Laser. It can be planted on something solid. And it is lasts some time,or forever. (I think that server sets time.)
Code:
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lasermines={}
images={}
for a =1,32 do
images[a]={}
end
addhook('startround','startround')
function startround()
lasermines={}
end
addhook('movetile','movetile')
function movetile(id,tilex,tiley)
if player(id,"team")==1 then
for n,w in pairs (lasermines) do
if w[1]==tilex and w[2]==tiley then
parse('customkill '..w[3]..' \"laser mine \" '..id)
end
end
end
end
function resetplayermines(id)
for n,w in pairs (lasermines) do
if w[3]==id then
table.remove(lasermines,n)
end
end
for n,w in pairs (images[id]) do
freeimage(w)
images[id]={}
end
end
addhook('leave','resetplayermines')
addhook('team','resetplayermines')
function rotbyside(rot)
if rot >= -45 and rot <= 45 then
return 1
elseif rot > 45 and rot < 135 then
return 2
elseif rot > 135 or rot < -135 then
return 3
elseif rot < -45 and rot > -135 then
return 4
else
return 5
end
end
addhook('say','say')
function say(id,t)
local text = string.lower(t)
if t == "!lasermine" and player(id,"team")==2 then
local rot = rotbyside(player(id,"rot"))
local tilex,tiley=player(id,"tilex"),player(id,"tiley")
tilex,tiley=moveposition(tilex,tiley,rot,1)
if tile(tilex,tiley,"wall") then
plantmine(id,tilex,tiley,rot)
msg2(id,"©000255000You've planted lasermine!")
else
msg2(id,"©255000000You can't plant lasermine here!")
end
return 1
end
end
function moveposition(tilex,tiley,rot,distance)
if not distance then distance = 1 end
local x,y = 0,0
if rot == 1 then
y=-1
elseif rot == 2 then
x=1
elseif rot == 3 then
y=1
else
x=-1
end
return tilex+(x*distance),tiley+(y*distance)
end
function plantmine(id,tilex,tiley,rot)
local pos={tilex,tiley}
if tile(tilex,tiley,"wall") then
for a=1,6 do
tilex,tiley=moveposition(tilex,tiley,rot,-1)
if tile(tilex,tiley,"walkable") then
table.insert(lasermines,{tilex,tiley,id})
local img
if a==1 then
local position={x=0,y=0}
if rot == 1 then
position.x=16
position.y=2
elseif rot == 2 then
position.x=30
position.y=16
elseif rot == 3 then
position.y=30
position.x=16
else
position.y=16
position.x=2
end
img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
table.insert(images[id],img)
end
end
end
img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
imagescale(img,0.9,3)
imagecolor(img,0,0,255)
if rot == 1 then
pos[2]=pos[2]*32+150
pos[1]=pos[1]*32+16
rot = 90
elseif rot == 2 then
pos[1]=pos[1]*32-118
pos[2]=pos[2]*32+16
rot = 180
elseif rot == 3 then
pos[1]=pos[1]*32+17
pos[2]=pos[2]*32-120
rot = 270
else
pos[1]=pos[1]*32+150
pos[2]=pos[2]*32+17
rot = 0
end
imagepos(img,pos[1],pos[2],rot)
table.insert(images[id],img)
end
end
images={}
for a =1,32 do
images[a]={}
end
addhook('startround','startround')
function startround()
lasermines={}
end
addhook('movetile','movetile')
function movetile(id,tilex,tiley)
if player(id,"team")==1 then
for n,w in pairs (lasermines) do
if w[1]==tilex and w[2]==tiley then
parse('customkill '..w[3]..' \"laser mine \" '..id)
end
end
end
end
function resetplayermines(id)
for n,w in pairs (lasermines) do
if w[3]==id then
table.remove(lasermines,n)
end
end
for n,w in pairs (images[id]) do
freeimage(w)
images[id]={}
end
end
addhook('leave','resetplayermines')
addhook('team','resetplayermines')
function rotbyside(rot)
if rot >= -45 and rot <= 45 then
return 1
elseif rot > 45 and rot < 135 then
return 2
elseif rot > 135 or rot < -135 then
return 3
elseif rot < -45 and rot > -135 then
return 4
else
return 5
end
end
addhook('say','say')
function say(id,t)
local text = string.lower(t)
if t == "!lasermine" and player(id,"team")==2 then
local rot = rotbyside(player(id,"rot"))
local tilex,tiley=player(id,"tilex"),player(id,"tiley")
tilex,tiley=moveposition(tilex,tiley,rot,1)
if tile(tilex,tiley,"wall") then
plantmine(id,tilex,tiley,rot)
msg2(id,"©000255000You've planted lasermine!")
else
msg2(id,"©255000000You can't plant lasermine here!")
end
return 1
end
end
function moveposition(tilex,tiley,rot,distance)
if not distance then distance = 1 end
local x,y = 0,0
if rot == 1 then
y=-1
elseif rot == 2 then
x=1
elseif rot == 3 then
y=1
else
x=-1
end
return tilex+(x*distance),tiley+(y*distance)
end
function plantmine(id,tilex,tiley,rot)
local pos={tilex,tiley}
if tile(tilex,tiley,"wall") then
for a=1,6 do
tilex,tiley=moveposition(tilex,tiley,rot,-1)
if tile(tilex,tiley,"walkable") then
table.insert(lasermines,{tilex,tiley,id})
local img
if a==1 then
local position={x=0,y=0}
if rot == 1 then
position.x=16
position.y=2
elseif rot == 2 then
position.x=30
position.y=16
elseif rot == 3 then
position.y=30
position.x=16
else
position.y=16
position.x=2
end
img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
table.insert(images[id],img)
end
end
end
img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
imagescale(img,0.9,3)
imagecolor(img,0,0,255)
if rot == 1 then
pos[2]=pos[2]*32+150
pos[1]=pos[1]*32+16
rot = 90
elseif rot == 2 then
pos[1]=pos[1]*32-118
pos[2]=pos[2]*32+16
rot = 180
elseif rot == 3 then
pos[1]=pos[1]*32+17
pos[2]=pos[2]*32-120
rot = 270
else
pos[1]=pos[1]*32+150
pos[2]=pos[2]*32+17
rot = 0
end
imagepos(img,pos[1],pos[2],rot)
table.insert(images[id],img)
end
end

Code:
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lasermines={}
images={}
for a =1,32 do
images[a]={}
end
addhook('startround','startround')
function startround()
lasermines={}
end
addhook('movetile','movetile')
function movetile(id,tilex,tiley)
if player(id,"team")==1 then
for n,w in pairs (lasermines) do
if w[1]==tilex and w[2]==tiley then
parse('customkill '..w[3]..' \"laser mine \" '..id)
end
end
end
end
function resetplayermines(id)
for n,w in pairs (lasermines) do
if w[3]==id then
table.remove(lasermines,n)
end
end
for n,w in pairs (images[id]) do
freeimage(w)
images[id]={}
end
end
addhook('leave','resetplayermines')
addhook('team','resetplayermines')
function rotbyside(rot)
if rot >= -45 and rot <= 45 then
return 1
elseif rot > 45 and rot < 135 then
return 2
elseif rot > 135 or rot < -135 then
return 3
elseif rot < -45 and rot > -135 then
return 4
else
return 5
end
end
addhook('say','say')
function say(id,t)
local text = string.lower(t)
if t == "!lasermine" and player(id,"team")==2 then
local rot = rotbyside(player(id,"rot"))
local tilex,tiley=player(id,"tilex"),player(id,"tiley")
tilex,tiley=moveposition(tilex,tiley,rot,1)
if tile(tilex,tiley,"wall") then
plantmine(id,tilex,tiley,rot)
msg2(id,"©000255000You've planted lasermine!")
else
msg2(id,"©255000000You can't plant lasermine here!")
end
return 1
end
end
function moveposition(tilex,tiley,rot,distance)
if not distance then distance = 1 end
local x,y = 0,0
if rot == 1 then
y=-1
elseif rot == 2 then
x=1
elseif rot == 3 then
y=1
else
x=-1
end
return tilex+(x*distance),tiley+(y*distance)
end
function plantmine(id,tilex,tiley,rot)
local pos={tilex,tiley}
if tile(tilex,tiley,"wall") then
for a=1,6 do
tilex,tiley=moveposition(tilex,tiley,rot,-1)
if tile(tilex,tiley,"walkable") then
table.insert(lasermines,{tilex,tiley,id})
local img
if a==1 then
local position={x=0,y=0}
if rot == 1 then
position.x=16
position.y=2
elseif rot == 2 then
position.x=30
position.y=16
elseif rot == 3 then
position.y=30
position.x=16
else
position.y=16
position.x=2
end
img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
table.insert(images[id],img)
end
end
end
img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
imagescale(img,0.9,3)
imagecolor(img,0,0,255)
if rot == 1 then
pos[2]=pos[2]*32+150
pos[1]=pos[1]*32+16
rot = 90
elseif rot == 2 then
pos[1]=pos[1]*32-118
pos[2]=pos[2]*32+16
rot = 180
elseif rot == 3 then
pos[1]=pos[1]*32+17
pos[2]=pos[2]*32-120
rot = 270
else
pos[1]=pos[1]*32+150
pos[2]=pos[2]*32+17
rot = 0
end
imagepos(img,pos[1],pos[2],rot)
table.insert(images[id],img)
end
end
images={}
for a =1,32 do
images[a]={}
end
addhook('startround','startround')
function startround()
lasermines={}
end
addhook('movetile','movetile')
function movetile(id,tilex,tiley)
if player(id,"team")==1 then
for n,w in pairs (lasermines) do
if w[1]==tilex and w[2]==tiley then
parse('customkill '..w[3]..' \"laser mine \" '..id)
end
end
end
end
function resetplayermines(id)
for n,w in pairs (lasermines) do
if w[3]==id then
table.remove(lasermines,n)
end
end
for n,w in pairs (images[id]) do
freeimage(w)
images[id]={}
end
end
addhook('leave','resetplayermines')
addhook('team','resetplayermines')
function rotbyside(rot)
if rot >= -45 and rot <= 45 then
return 1
elseif rot > 45 and rot < 135 then
return 2
elseif rot > 135 or rot < -135 then
return 3
elseif rot < -45 and rot > -135 then
return 4
else
return 5
end
end
addhook('say','say')
function say(id,t)
local text = string.lower(t)
if t == "!lasermine" and player(id,"team")==2 then
local rot = rotbyside(player(id,"rot"))
local tilex,tiley=player(id,"tilex"),player(id,"tiley")
tilex,tiley=moveposition(tilex,tiley,rot,1)
if tile(tilex,tiley,"wall") then
plantmine(id,tilex,tiley,rot)
msg2(id,"©000255000You've planted lasermine!")
else
msg2(id,"©255000000You can't plant lasermine here!")
end
return 1
end
end
function moveposition(tilex,tiley,rot,distance)
if not distance then distance = 1 end
local x,y = 0,0
if rot == 1 then
y=-1
elseif rot == 2 then
x=1
elseif rot == 3 then
y=1
else
x=-1
end
return tilex+(x*distance),tiley+(y*distance)
end
function plantmine(id,tilex,tiley,rot)
local pos={tilex,tiley}
if tile(tilex,tiley,"wall") then
for a=1,6 do
tilex,tiley=moveposition(tilex,tiley,rot,-1)
if tile(tilex,tiley,"walkable") then
table.insert(lasermines,{tilex,tiley,id})
local img
if a==1 then
local position={x=0,y=0}
if rot == 1 then
position.x=16
position.y=2
elseif rot == 2 then
position.x=30
position.y=16
elseif rot == 3 then
position.y=30
position.x=16
else
position.y=16
position.x=2
end
img = image('gfx/weapons/lasermine.bmp<m>',tilex*32+16,tiley*32+16,1)
imagepos(img,tilex*32+position.x,tiley*32+position.y,rot*90-90)
table.insert(images[id],img)
end
end
end
img = image('gfx/hud_shade.bmp<a>',tilex*32+16,tiley*32+16,1)
imagescale(img,0.9,3)
imagecolor(img,0,0,255)
if rot == 1 then
pos[2]=pos[2]*32+150
pos[1]=pos[1]*32+16
rot = 90
elseif rot == 2 then
pos[1]=pos[1]*32-118
pos[2]=pos[2]*32+16
rot = 180
elseif rot == 3 then
pos[1]=pos[1]*32+17
pos[2]=pos[2]*32-120
rot = 270
else
pos[1]=pos[1]*32+150
pos[2]=pos[2]*32+17
rot = 0
end
imagepos(img,pos[1],pos[2],rot)
table.insert(images[id],img)
end
end
You don't need \" if you using '
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV
I know how it goes, but it's not my way ..
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine
edited 1×, last 19.08.12 02:47:03 pm
Visit www.two-team.comyr.com

I know how it goes, but it's not my way ..
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine
I want to be added to human shop and to sell the ammo pack
but even for zombies in their shop ..
If I say what you need from zombieplague 1.15 script.lua you give it to me and add lasermine
I've already gave you all lasermines engine, I think it's not that hard to add some table with numbers lasermines carried, and to check does player has enough lasermines to place, while placing. Also add button to buy a lasermine if player has enough ammo packs.
Sory i am Romanian :P:(:)
So can anyone do that?
is yes and lasers to stretch to infinity or till the end ie maps from a wall to another
can someone make me?
So can anyone do that?
is yes and lasers to stretch to infinity or till the end ie maps from a wall to another
can someone make me?
edited 1×, last 21.08.12 10:34:22 am
Visit www.two-team.comyr.com



